Please note: This Web-Based emulation of Quake is extremely slow; the game is not playable at this speed (although manipulating the settings for a lower resolution and reduced complexity will increase speed nominally). This item is included for historical reasons only and will hopefully one day be more playable.
Reviewer:
Amadeus777999
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July 1, 2020 Subject:
The golden era
Like its predecessor, Quake represented a paradigm shifter in multiple aspects. Only a few select offerings by gifted individuals can lastingly influence
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whole genres, or even create new ones, and Quake, alongside Doom, was perfectly matching multiple tough criteria in their relevant "eon" - render-ing them timeless classics. In early 1996, when id software was still king of the hill, most of the PC Scene was seething with anticipation of what "the next big thing" would be. This NeXT iteration of awe did not only excel at the conceptual technical level but also in the way it was implemented on "contemporary machinery" - the Pentium. While Doom had as its core technical novum(from an implementation perspective) a few assembly procedures plus mainly C code rubbing itself somewhat close to the 486s strengths, Quake made far more serious effort to designate the emerging 586 as its ultimate platform. None else than the 90ies "dream team" of computer graphics, John Carmack and Michael Abrash, rolled up the sleeves and put all of their expertise, into this colossus of, now legacy, 3D game technology. And be it by just glancing over the code or seeing Quake run one just had to emit a sigh of wonder. But what would be the most elaborate technicality without highly competent craftsmanship being able to transfer the competence of the inner workings. id's design, gfx and sound team, despite low numbers and overlap, worked up some immensely impressive output that helped Quake position itself in the more surreal part of darker games. Verbal fluff aside - Quake rocks! It's a good to great SP game but what really makes it "tic" is the multiplayer aspect. All potential that somehow can be felt in SP explosively unravels when you enter MP and are swept away. I recently played it on LAN and its as good as ever. Btw, if you haven't already check out QTest to see what was available to the public as an alpha for LAN play back in 96 - I can still remember walking down these halls on my Pentium60 back then... good times!
Reviewer:
dennoman
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April 9, 2020 Subject:
Quake was a revelation
1996 was a magical year. It saw the release of QUAKE. Millennials know nothing about this. But for us first-person-shooter veterans it was a revelation.
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QUAKE actually made me by a new computer to compete with the game requirements. We were not dissappointed. The game story was dark and sinister and took place in a huge, castle like building with different portals to start from. There were a lot of innovations and novelties in this game, compared to it's predecessors. For one there was the QUAKE engine which became the industries standard for many a year. Then there were large monster sprites and an eerie game soundtrack by Nine Inch Nails. Also, for the first time, it was possible to look UP and DOWN and climb stairs! This really gave you a 3D feeling and pulled you even deeper into the gameplay! Oh yes, at that time there was nothing scarier then playing this game in the dark with your headphones on! Believe me. QUAKE was a milestone in the ego-shooter genre. A must have and must play for every senior gamer out there.